make monsters forget where they stepped when fleeing or teleporting
requiver pickup_thrown objects if quiver is empty
make mimics mimicing walls or trees also block light
+stepping onto lava destroyed non-fireproof water walking boots but left other
+ vulnerable boot types intact
Platform- and/or Interface-Specific Fixes
-/* NetHack 3.6 trap.c $NHDT-Date: 1451176031 2015/12/27 00:27:11 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.252 $ */
+/* NetHack 3.6 trap.c $NHDT-Date: 1452039453 2016/01/06 00:17:33 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.253 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
&& objects[obj->otyp].oc_oprop != FIRE_RES
&& obj->otyp != SCR_FIRE && obj->otyp != SPE_FIREBALL
&& !obj_resists(obj, 0, 0)) /* for invocation items */
- obj->in_use = TRUE;
+ obj->in_use = 1;
/* Check whether we should burn away boots *first* so we know whether to
* make the player sink into the lava. Assumption: water walking only
* comes from boots.
*/
- if (Wwalking && uarmf && is_organic(uarmf) && !uarmf->oerodeproof) {
+ if (uarmf && is_organic(uarmf) && !uarmf->oerodeproof) {
obj = uarmf;
pline("%s into flame!", Yobjnam2(obj, "burst"));
iflags.in_lava_effects++; /* (see above) */
You("sink below the surface and die.");
burn_away_slime(); /* add insult to injury? */
done(DISSOLVED);
+ /* can only get here via life-saving; try to get away from lava */
+ u.utrap = 0;
+ (void) safe_teleds(TRUE);
} else if (!u.umoved) {
/* can't fully turn into slime while in lava, but might not
have it be burned away until you've come awfully close */